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Question by tuhinkarfa89 · May 10, 2019 at 04:52 AM · crash

Unity Crash when i am going to spawn entity in my own ECS World, Please Help.

I create my own ECS World And name it "WORLDX" I then i called the scriptbehaviowupadte.updateplayerloop() on my world. Then i attach rendermeshsystemv2 to the presentationgroup and i see some warring and i attached all the required components that the warring says. And when i am going to spawn entity the editor chrashes.

my code-

 using Unity.Entities;
 using Unity.Rendering;
 using Unity.Physics;
 using Unity.Mathematics;
 using Unity.Jobs;
 using UnityEngine;
 
 public class WorldManager : MonoBehaviour
 {
     public GameObject Prefab;
     private Entity Player;
     private EntityManager manager;
 
     public UnityEngine.Mesh mesh;
     public UnityEngine.Material material;
 
     private World MyWorld;
     private InitializationSystemGroup initializationSystem;
     private SimulationSystemGroup simulationSystem;
     private PresentationSystemGroup presentationSystem;
 
     private ComponentSystemBase RenderSystemV2;
     private ComponentSystemBase LodRequireMentSystem;
     private ComponentSystemBase RenderBoundUpdateSystem;
     private ComponentSystemBase MissingRenderBound;
 
     
 
 
     void Start()
     {
         MyWorld = new World("WORLDX");
         ScriptBehaviourUpdateOrder.UpdatePlayerLoop(MyWorld);
 
         RenderSystemV2 = MyWorld.GetOrCreateSystem<RenderMeshSystemV2>();
         LodRequireMentSystem = MyWorld.GetOrCreateSystem<LodRequirementsUpdateSystem>();
         RenderBoundUpdateSystem = MyWorld.GetOrCreateSystem<RenderBoundsUpdateSystem>();
         MissingRenderBound = MyWorld.GetOrCreateSystem<CreateMissingRenderBoundsFromMeshRenderer>();
 
         presentationSystem = MyWorld.GetOrCreateSystem<PresentationSystemGroup>();
 
         presentationSystem.AddSystemToUpdateList(RenderSystemV2);
         presentationSystem.AddSystemToUpdateList(LodRequireMentSystem);
         presentationSystem.AddSystemToUpdateList(RenderBoundUpdateSystem);
         presentationSystem.AddSystemToUpdateList(MissingRenderBound);
 
         RenderSystemV2.Update();
         LodRequireMentSystem.Update();
         RenderBoundUpdateSystem.Update();
         MissingRenderBound.Update();
 
         manager = MyWorld.EntityManager;
 
     }
 
 
     void Update()
     {
 
         if (Input.GetKeyDown(KeyCode.Space))
         {
             EntityArchetype archetype = manager.CreateArchetype(typeof(Unity.Transforms.Translation), typeof(Unity.Transforms.LocalToWorld),
                 typeof(Unity.Rendering.RenderMesh));
             Entity entity = manager.CreateEntity(archetype);
 
             manager.SetSharedComponentData<RenderMesh>(entity, new RenderMesh { mesh = mesh, material = material });
         }
         
     }
 
    
 }
 

Help Please if i am doing some thing wrong.

@PhilSA @Joachim_Ante @duck

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